Systems and methods that enable player matching for multi-player online games

ABSTRACT

The field of the invention relates to multi-user online gaming systems, and more particularly to systems and methods that enable a spectator&#39;s experience for online active games. In a preferred embodiment, an online multiuser game system includes a user matching system configured to match users for a game session, wherein the user matching system is enabled to match a first user with another user based at least in part on behavior data in the first user&#39;s profile.

CROSS REFERENCE TO RELATED APPLICATION

This application is a continuation of U.S. patent application Ser. No.15/706,551 filed on Sep. 15, 2017 which is a continuation of U.S. patentapplication Ser. No. 13/551,338 filed Jul. 17, 2015, which are herebyincorporated by reference in their entirety.

FIELD OF THE INVENTION

The field of the invention relates to multi-user online gaming systems,and more particularly to systems and methods that enable matching ofplayers for online active games.

BACKGROUND OF THE INVENTION

In large multi-player online games, it is common for players to bematched randomly with other players. For example, in one popularmultiplayer online game, League of Legends from Riot Games(www.leagueoflegends.com), with a base of millions of active users, afirst player may opt to be matched with a group of other players unknownto the first player for a particular game. In such a scenario, the firstplayer's experience (positively or negatively) may be dictated by howthe other players behave during the game. For instance, other playersmay play aggressively, which an experienced player may enjoy but anovice player may not. There are systems that attempt to match playersbased on skill level and experience, but such characteristics may not beaccurate predictors of whether the players in a particular game willhave an enjoyable experience.

Accordingly, systems and methods to enable an improved player matchsystem would be desirable.

SUMMARY OF THE INVENTION

The field of the invention relates to multi-user online gaming systems,and more particularly to systems and methods that enable a spectator'sexperience for online active games.

In a preferred embodiment, an online multiuser game system includes anonline game session server system communicatively coupled to a publicnetwork for access by a plurality of users to establish a plurality ofreal-time interactive games sessions and a user profile databaseincluding a profile for each of the plurality of users, wherein theprofile of a first user includes behavior data defined by a second user.The system further includes a user matching system coupled to the onlinegame session server system and configured to match users for a gamesession, wherein the user matching system is enabled to match the firstuser with another user based at least in part on the behavioral data inthe first user's profile.

Other systems, methods, features and advantages of the invention will beor will become apparent to one with skill in the art upon examination ofthe following figures and detailed description. It is intended that allsuch additional systems, methods, features and advantages be includedwithin this description, be within the scope of the invention, and beprotected by the accompanying claims.

BRIEF DESCRIPTION OF THE DRAWINGS

In order to better appreciate how the above-recited and other advantagesand objects of the inventions are obtained, a more particulardescription of the embodiments briefly described above will be renderedby reference to specific embodiments thereof, which are illustrated inthe accompanying drawings. It should be noted that the components in thefigures are not necessarily to scale, emphasis instead being placed uponillustrating the principles of the invention. Moreover, in the figures,like reference numerals designate corresponding parts throughout thedifferent views. However, like parts do not always have like referencenumerals. Moreover, all illustrations are intended to convey concepts,where relative sizes, shapes and other detailed attributes may beillustrated schematically rather than literally or precisely.

FIG. 1a is an exemplary diagram of a multiuser online game system knownin the art;

FIG. 1b is an exemplary user interface known in the art;

FIG. 1c is an exemplary diagram of a game session server known in theart;

FIG. 1d is another exemplary user interface known in the art;

FIG. 2 is an exemplary diagram of a multi-user online game system inaccordance with a preferred embodiment of the present invention;

FIG. 3 is an exemplary diagram of a player matching server in accordancewith a preferred embodiment of the present invention;

FIG. 4 is an exemplary user interface in accordance with a preferredembodiment of the present invention;

FIG. 5 is an electronic process enabling monitoring of user feedbackdata for multiuser online games in accordance with a preferredembodiment of the present invention;

FIG. 6 is another user interface in accordance with a preferredembodiment of the present invention;

FIG. 7 is an electronic process enabling player matching in accordancewith a preferred embodiment of the present invention;

FIG. 8 is another electronic process enabling player matching inaccordance with a preferred embodiment of the present invention;

FIG. 9 is another electronic process enabling player matching inaccordance with a preferred embodiment of the present invention; and

FIG. 10 is another electronic process enabling player matching inaccordance with a preferred embodiment of the present invention.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS State of the ArtSystems

Turning to FIG. 1 a, a large multiuser online game system 100 over apublic network 1050, such as the Internet, is shown. An example of sucha game system 100 known in the art is League of Legends(www.leagueoflegends.com). League of Legends is a session-based,multiplayer online battle-arena game where rival teams compete againstone another for victory on highly stylized battlefields and landscapes.

Users can install a League of Legends game client on their personalcomputing device 110 to establish a game session over the public network1050 with the game system's 100 datacenter 130, which provides thereal-time online game interaction with the plurality of users 110.

Turning to FIG. 1 b, an example game client 110 user interface 120 isshown. In online games such as League of Legends, each user is generallyrepresented by a personalized graphical avatar in the user interface120, also referred to as “champion,” (shown as “X” in this example), andthe game client 110 user interface 120 may show the logical position ofone user's avatar, X User 1, relative to another, X User 2 and X User 3within a virtual landscape. The game client 110 user interface 120 mayalso include a chat interface (“Chat Room”) that enables participatingusers to communicate with one another beyond interactions with theavatars (Xs).

The datacenter 130 includes a plurality of server systems operating on aplurality of server machines communicatively coupled to each other viathe public network 1050 and/or a secure virtual private network (notshown). The server machines each include one or more processors, memory,an operating system, an input/output interface and network interface allknown in the art. In accordance with a preferred embodiment, thedatacenter 130 includes, among other things, a game session serversystem 140.

Turning to FIG. 1 c, a more detailed diagram of a game session serversystem 140 known in the art is shown. The game session server system 140provides the game interaction with the users' game client 110 via thegame client interface 143, which is generally an application interfaceknown in the art accessible over the public network 1050 by the gameclient 110, e.g., in a traditional client server model. A game engine142 coupled to the game client interface 143 is included to manage theinteraction between the plurality of users 110 and the game system 100.The game session server system 140 further includes a chat engine 144known in the art that enables the various users 110 participating in aparticular game session to communicate with each other via textmessages. Audio, pictures, and multimedia may also be exchanged with thechat engine 1440. Both the game engine 142 interactions as well as thechat messages exchanged can be recorded and stored in a game filesdatabase 141. This enables, among other things, replay and historyanalysis by not only the users but also the administrator and othersystems.

Turning to FIG. 1 d, in game system 100, when a user joins a game, theuser must be matched with other users to team up with and/or competeagainst. Options for how the user is matched up with others can bedisplayed, as shown in the user interface 210. A user can specificallyselect its teammates and/or opponents (Draft Pick), or the user canallow the system 100 to select teammates and/or opponents from a list ofactive users who have selected the same option (Blind Pick or RankPick). In Rank Pick, the system 100 may match the user with otherparticipants with similar experience and/or skill level. In Blind Pick,the match may be random. With Blind and Rank Pick, the user may or maynot know who the other participants are, and thus, the user experiencemay be unpredictable.

Preferred Systems

Turning to FIG. 2, an online multi-user game system 1000 in accordancewith a preferred embodiment of the present invention is shown. Thesystem 1000 provides an improved player match system as will bedescribed below. System 1000 includes a datacenter 1300 having a gamesession server system 140 as described above. The system 1000 alsoincludes game clients 110 configured to access data center 1300 over thepublic network as described above. In accordance with a preferredembodiment, the system 1000 further includes a player matching server1100 operatively coupled to the game session server system 140 thatmatches a player with other active players to form teams and opponentsfor a particular game session, using the systems and methods describedbelow.

Turning to FIG. 3, a detailed diagram of a player matching server 1100is shown. The player matching server 1100 includes an interface 1120 tothe game session server 140. As will be described in more detail below,the interface 1120 receives feedback for a particular user from the gamesession server 140 to store in a user profile database 1110 asbehavioral data for the particular user. The database 1110 may beimplemented with technology known in the art, such as relationaldatabase and/or object oriented database technology known in the art.The player matching server 1100 also includes a player matching engine1130 that matches players to form teams and opponents for a particulargame session, as will be described in more detail below. The playermatching engine 1130 is coupled to the user profile database 1110 andthe game session server interface 1120.

Preferred Processes

Generally, when a player desires to have the system 1000 select itsteammates and opponents for a particular game session (e.g., blindpick), in an attempt to ensure a positive experience for that player,the player matching server 1100 attempts to match that player with otherplayers that may be compatible. This compatibility may includecomparable skill and experience levels, but a more accurate assessmentmay require more data points. For example, a player may demonstrateand/or explicitly express a preference for aggressive players and/orteam oriented players. In a preferred embodiment, such behavioralcharacteristics may be recorded and stored within the system 1000 andutilized to match potentially compatible players.

Generating, Reporting, and Storing Behavior Data

Turning to FIG. 4, a user interface 1150 provided by the system 1000after a game session is shown. The user interface 1150 allows a user toidentify one or more other users and identify the type of behaviorexhibited during that game. For example, the one or more other users mayhave demonstrated behavior such as friendliness (e.g., a user whodemonstrated sportsman-like conduct and would be someone a user wouldenjoy playing with again), helpfulness (e.g., a user who helped anotheruser learn more about skills, items, champions or strategies in thegame), or team oriented behavior (e.g., a user who communicated wellwith the team and maintained a positive attitude throughout the match,or who was a leader that united the team towards a common goal throughgreat communication and leadership). For opponents, a user may havewitnessed a user on an opposing team playing honorably (e.g., a user whowas a great sport, who showed positive interactions between teams andwho was admired as an opponent.).

Other behavior may include aggressive behavior, or a user may have usedoffensive language and negative personal comments in the chat session. Auser may have also displayed unsportsmanlike conduct (e.g., a user mayrefuse to cooperate with its team or may assist the opposing teamunethically, or may otherwise break ethical codes). A user may be usingan ID with an inappropriate name. Another discrete behavior exhibitedmay be standing idle for long periods of time and refusing toparticipate in the match, which is often referred to as “AFK.”

Not only can a user identify a pre-specified behavior as feedback tosend to the system 1000, and the player matching server system 1100, butthe user can also provide a rating value, e.g., a score between 1 and 5,where 1 is for negative behavior and 5 is for positive behavior. Theuser can also add comments and also “commend” a player as will bedescribed in more detail below. Other systems and methods for providingfeedback are further described in U.S. patent application Ser. No.13/424,670, now U.S. Patent Publ. No. 2013/0252737, entitled “Systemsand Methods for User-Based Arbitration and Peer Review for OnlineMultiuser Systems,” to Steve Mescon (“Mescon Application”), which ishereby incorporated by reference in its entirety.

Turning to FIG. 5, a flowchart 2000 illustrating an operation of theplayer matching server 1100 is shown to collect the behavior data, e.g.,from the user interface 1150 described above. The player matching server1100 monitors game session server interface 1120 for feedback data suchas that described above (Action Block 2100), and if such data isreceived (Decision Block 2200), the data is stored in the user profiledatabase 1110 with the user ID that the feedback is directed to (ActionBlock 2300).

As one of ordinary skill in the art would appreciate, a first user'sprofile in database 1110 may contain feedback information that the firstuser has received, e.g., from another player, and feedback informationthat the first user itself generated and reported. For instance, if thefirst user generated a report with feedback for another user, the firstuser's profile may include:

-   -   Skill level (e.g., the first user's objective demonstration of        competence in one or more games played) and experience (e.g.,        how many years/months/games the first user has played);    -   Details of each game, e.g., mode and map, related to the first        user's report(s);    -   The details of the report or feedback generated;    -   The number of times and frequency that the first user submits        reports or generates feedback;    -   Accuracy of the first user's reports, e.g., whether other users        have generated consistent or inconsistent feedback for the same        user reported, particularly for the same game.

For a first user that has received feedback and/or reports from otherusers, the profile may include:

-   -   Skill level and experience;    -   Details of each game related to the feedback or report;    -   If the feedback is negative, then a harassment score of the        first user may be stored, the details of which are described in        the Mescon Application, incorporated by reference;    -   For positive feedback, current values for each        commendation/positive report type (preferably, commendation        counts from draft picked teammates are separated from those from        blind picked teammates to account for bias in the aggregate        commendation score).

To limit the players' ability to abuse the reporting system, certainrestrictions in reporting and scoring may be implemented. For instance,for positive commendations, a quota for how many commendations that auser may give may be implemented, e.g., (N*3)+30, where N is the numberof games played. Thus, for example, a player may start with 30 availablecommendations and then may accrue 3 additional commendations per gameplayed. This means that a player can play 30 straight games and commendevery single teammate in each game before reaching quota. If quota isreached, then the user can increase available commendations by playingmore games. Other restrictions may include:

-   -   A user can promote any number of players on a team and choose        any commendation type.    -   A user can promote any number of players on an opposing team,        but there is only one “Honorable Opponent” option.    -   A user cannot promote itself.    -   A user cannot positively commend and negatively report a player.    -   A positive commendation from a draft picked teammate may be        weighted less than a blind pick teammate to account for bias.    -   Mutual positive commendations may include an extra identifier,        but if the mutual commendations came from draft picked        teammates, such a mutual positive commendation may be weighted        less than a blind picked teammate to account for bias.    -   The restrictions on negative reports are described in detail in        the Mescon Application, incorporated by reference.    -   If a player of a draft picked team negatively reports a blind        picked player, the report may be weighted less if multiple        players from the draft picked team target the same blind picked        player.

Player Matching Based on Behavior Data

As mentioned above, it may be desirable to improve a user experience bymatching players with compatible teammates and opponents. Suchcompatibility may be calculated not only by traditional characteristicssuch as skill level and experience, but also by behavior data such asthe feedback data described above. Turning to FIG. 6, a user interface1160 is provided that gives the user the option to actively selectplayer matches based, at least in part, on behavior data, e.g., “SocialPick.” Additionally, or in the alternative, the match system, e.g.,player matching server 1100, may be employed by the systems' 1000existing options, such as “Blind Pick” or “Rank Pick” by default withoutthe user's knowledge.

Turning to FIG. 7, a flowchart 3000 illustrating another operation ofthe player matching server 1100 is shown. The player matching server1100 will monitor the interface 1120 for a request from the game sessionserver 140 to match players together to form teams and opponents for aparticular game session (Action Block 3100). When a request is received,e.g., via interface 1120 (Decision Block 3200), the matching engine 1130queries the user profile database 1110 for available behavior data foractive players to assess compatibility (Action Block 3300). Usingapproaches described below, the matching engine 1130 creates playermatches for teams and opponents for a particular game session (ActionBlock 3400), and transmits the matches to the game session server 140(Action Block 3500) to initiate a game session with the matched players.

At Action Block 3400, turning to FIG. 8, one electronic process 4000 tocreate player matches for teams and opponents is shown 4000. In thisprocess 4000, the behavior data in database 1110 are filtered in to anumber of pre-defined personality categories, e.g., Leaders, Teammates,Mentors, and Verbal Aggressors (Action Block 4100). A score may begenerated for each active user at each category, and each category mayhave a pre-defined threshold. For example, a player with a high “Leader”score will have received over 500 positive commendations (e.g., byplayers using the interface 1150 in FIG. 4) over the player's lifetimewith at least 25% Friendly Commendations, 25% Helpful Commendations, and25% Team Oriented Commendations. A player with a high “Teammate” scorewill have received over 500 positive commendations with at least 25%Friendly Commendations and 25% Team Oriented Commendations. A playerwith a high “Mentor” score will have received over 500 commendationswith at least 40% Friendly Commendations and 40% Helpful Commendations.Further, a player with a high “Verbal Aggressor” score may include over50 negative reports, such as those shown in Mescon Application, with atleast 25% of the reports being related to Verbal Abuse and 25% of thereports being related to Offensive Language.

In system 1000, the player matching engine 1130 at Action Block 3400 maydynamically match players based on personality scores, such as thosedescribed above (Action Block 4200). For example, the player matchingengine 1130 may create a 5 player team that includes at least one playerwith a high Leader score and the remaining 4 players who have highTeammate scores in accordance with the formulas above.

In another embodiment, a player may select a “Coach Mode” pick. Withthis mode, players who have high Mentor scores can be matched withnovice players having low skill and experience levels. Novice playerscan provide feedback on the Mentors through the approaches describedabove, e.g., with interface 1150 in FIG. 4, allowing the Mentors topotentially unlock rewards, as will be described below. In a preferredembodiment, novice players and Mentors are anonymous to each other whenthey first meet but can introduce each other's user IDs if they desire.

Turning to FIG. 9, another process 5000 is shown for action block 3400.In this process 5000, the player matching engine 1130 may utilize thecommendation link that a user can create using the “Commendation” buttonshown in FIG. 4 (Action Block 5100). A first player may select thatbutton to associate with another player if that other player provided agenerally positive experience during a game session they participatedin. A commendation link or vector that identifies the player thatinitiated the commendation and the player that received it is storedwith their respective user profiles in database 1110 as behavior data.This link or vector can be used by the player matching engine 1130 asbehavior data to create matches for teams and opponents in subsequentgames (Action Block 5200). One approach is to assess “degrees” ofconnections between two potential players based on the vectors asfollows:

-   -   First degree: two players mutually commended each other in one        or more previous games    -   Second degree: a first player commended a second player

From these calculations, additional degrees can be assessed:

-   -   Second degree: if a second player that a first player commended        also mutually commends a third player (i.e., the second and        third player mutually commended each other in one or more        previous games), then the first and third player have a second        degree connection.    -   Third degree:        -   If a second player that a first player commended commends a            third player, then the first and third players have a third            degree connection.        -   If a second player who has a second degree connection with a            first player, and that second player mutually commends a            third player, then first and third player will also have a            third degree connection.

With these vectors in the database 1110, the player matching engine 1130may query the database 1110 for players that have a first degreeconnection with the first player, followed by second and third degreeconnections if the first degree connections have been exhausted. If allsuch connections have been exhausted, then random shuffling or priorapproaches may be employed.

In a preferred embodiment, the matching approaches described above canbe performed in conjunction with “Rank Pick” as well. An example process6000 is shown in FIG. 10. Players are first placed in a pool of otherplayers that have comparable skill and experience levels (Action Block6100). Then, from that pool of players, the players are matched based atleast in part on their behavior data in database 1110 in accordance withone or more of the approaches described above (Action Block 6200).

In a system 1000 having millions of active players at any given time,the matching system described above 1100 may involve millions of datapoints to calculate. Thus, in a preferred embodiment, when a user logsin to join a game, the user's behavior data is immediately cached intoan in-memory system database known in the art for fast access and acompatibility matrix is maintained to account for all of the playersonline in cached memory for fast calculations to enable seamlessmatching.

Commendation Rewards System

As described in the Mescon Application, incorporated by reference, in aneffort to encourage or discourage certain behavior and interactions, apunishment and rewards system may be implemented based on peer review.With regard to the reward system, the commendation and behavior datadescribed above may not only be utilized for player matching, but suchdata may also be utilized for implementing a reward system in accordancewith the peer review system described in the Mescon Application. Forexample, reward badges (reflected as graphical icons for a players'view) may be issued by the system 1000 reflecting demonstration of beinga great mentor, great sport, and/or great teammate. For opponents, abadge for being an honorable opponent may be issued. If an icon isdisplayed, a user may select the icon for details on how the badge wasrewarded.

In calculating these rewards, like above, commendations from a DraftPicked player may be weighted less than a commendation from a BlindPicked player. Moreover, a decay may be implemented, where points arereduced when additional games are played to motivate players to continuewith the positive behavior rather than cease when a plateau has beenreached.

With such systems, the systems 1000 may enable a player to accesscertain behavior data associated with its user profile. For example, aplayer may be able to view its behavior data in the aggregate, e.g., thetotal number of type of commendations received. However, a certainamount of anonymity may be desirable to maintain the integrity of theplayer feedback systems, and thus, a player may be precluded fromviewing the specific data and thresholds that determine whether a rewardis granted to the player and/or the identity of the player(s) thatinitiated the feedback data.

Moreover, in a preferred embodiment, commendation numbers may not beupdated for a player's view until after a game session. However, if areward is provided, e.g., a great teammate reward, the badge is issuedimmediately

If a player has been punished in accordance with the systems describedin the Mescon Application, such rewards and badges may be removed.

In the foregoing specification, the invention has been described withreference to specific embodiments thereof. It will, however, be evidentthat various modifications and changes may be made thereto withoutdeparting from the broader spirit and scope of the invention. Forexample, the reader is to understand that the specific ordering andcombination of process actions described herein is merely illustrative,and the invention may appropriately be performed using different oradditional process actions, or a different combination or ordering ofprocess actions. For example, this invention is particularly suited foronline gaming systems; however, the invention can be used for anymulti-user online system in general. Additionally and obviously,features may be added or subtracted as desired. Accordingly, theinvention is not to be restricted except in light of the attached claimsand their equivalents.

1-15. (canceled)
 16. A computer-implemented method for matching playersof an online multiuser game system, the method comprising: providing fordisplay, by a gaming client associated with a first player of aplurality of players, a graphical user interface (GUI) after conclusionof a first gaming session including the first player and at least asecond player of the plurality of players, wherein the GUI includes aplayer identifier field and a commendation field, the commendation fieldhaving a plurality of pre-defined commendation types that are eachselectable as an identified commendation type; receiving, by the gamingclient, feedback data via the GUI, the feedback data having the secondplayer in the player identifier field and a first commendation type ofthe plurality of pre-defined commendation types selected as theidentified commendation type; and communicating, by the gaming client,the feedback data to a game session server, wherein the game sessionserver is configured to match the second player with at least a thirdplayer of the plurality of players based at least in part on thecommunicated feedback data. Page 2 of 9
 17. The method of claim 16,wherein the game session server is further configured to determine apersonality category of a plurality of pre-defined personalitycategories for the second player based at least in part on thecommunicated feedback data and a set of pre-defined thresholdsassociated with the personality category.
 18. The method of claim 17,wherein the game session server is further configured to match thesecond player with the third player based on another personalitycategory of the plurality of pre-defined personality categoriesdetermined for the third player.
 19. The method of claim 18, wherein theother personality category is determined based on other feedback datacommunicated to the game session server, the other feedback datadefining the third player and a second commendation type of theplurality of pre-defined commendation types.
 20. The method of claim 16,wherein the game session server is further configured to store thecommunicated feedback data into behavior data of the second player. 21.The method of claim 20, wherein the game session server is furtherconfigured to calculate a category score of the first commendation typefor the second player based on a number of times the first commendationtype is identified in behavior data of the second player.
 22. The methodof claim 21, wherein the game session server is further configured tomatch the second player with the third player based further in part onthe calculated category score.
 23. A non-transitory computer storagemedium storing computer-useable instructions that, when used by at leastone processor, cause the at least one processor to: provide for displaya graphical user interface (GUI) on a gaming client associated with afirst player after a first gaming session including the first player andat least a second player of the plurality of players concludes, whereinthe GUI includes a player identifier field and a commendation field, thecommendation field having a plurality of pre-defined commendation typesthat are each selectable as an identified commendation type; receivefeedback data via the GUI, the feedback data defining the second playerin the player identifier field and having a first commendation type ofthe plurality of pre-defined commendation types selected as theidentified commendation type; and communicate the feedback data to agame session server, wherein the game session server is configured todetermine one of a plurality of personality categories for the secondplayer based on the identified commendation type and match the secondplayer with at least a third player of the plurality of players based onthe feedback data.
 24. The medium of claim 23, wherein the game sessionserver is further configured to determine a personality category of aplurality of pre-defined personality categories for the second playerbased at least in part on the communicated feedback data and a set ofpre-defined thresholds associated with the personality category.
 25. Themedium of claim 24, wherein the game session server is furtherconfigured to match the second player with the third player based onanother personality category of the plurality of pre-defined personalitycategories determined for the third player.
 26. The medium of claim 25,wherein the other personality category is determined based on otherfeedback data communicated to the game session server, the otherfeedback data defining the third player and a second commendation typeof the plurality of pre-defined commendation types.
 27. The medium ofclaim 23, wherein the game session server is further configured to storethe communicated feedback data into behavior data of the second player.28. The medium of claim 27, wherein the game session server is furtherconfigured to calculate a category score of the first commendation typefor the second player based on a number of times the first commendationtype is identified in behavior data of the second player.
 29. The mediumof claim 28, wherein the game session server is further configured tomatch the second player with the third player based further in part onthe calculated category score.
 30. A computerized system for matchingplayers of an online multiuser game system, the system comprising: atleast one processor, and at least one computer storage medium storingcomputer-useable instructions that, when used by at least one processor,cause the at least one processor to: provide for display a graphicaluser interface (GUI) on a gaming client associated with a first playerafter a first gaming session including the first player and at least asecond player of the plurality of players concludes, wherein the GUIincludes a player identifier field and a commendation field, thecommendation field having a plurality of pre-defined commendation typesthat are each selectable as an identified commendation type; receivefeedback data via the GUI, the feedback data defining the second playerin the player identifier field and having a first commendation type ofthe plurality of pre-defined commendation types selected as theidentified commendation type; and communicate the feedback data to agame session server, wherein the game session server is configured todetermine one of a plurality of personality categories for the secondplayer based on the identified commendation type and match the secondplayer with at least a third player of the plurality of players based onthe feedback data.
 31. The system of claim 30, wherein the game sessionserver is further configured to determine a personality category of aplurality of pre-defined personality categories for the second playerbased at least in part on the communicated feedback data and a set ofpre-defined thresholds associated with the personality category.
 32. Themedium of claim 31, wherein the game session server is furtherconfigured to match the second player with the third player based onanother personality category of the plurality of pre-defined personalitycategories determined for the third player.
 33. The medium of claim 32,wherein the other personality category is determined based on otherfeedback data communicated to the game session server, the otherfeedback data defining the third player and a second commendation typeof the plurality of pre-defined commendation types.
 34. The medium ofclaim 30, wherein the game session server is further configured to storethe communicated feedback data into behavior data of the second player.35. The medium of claim 34, wherein the game session server is furtherconfigured to calculate a category score of the first commendation typefor the second player based on a number of times the first commendationtype is identified in behavior data of the second player, and match thesecond player with the third player based further in part on thecalculated category score.